d3d9/tests: Merge shader.c into device.c.
This commit is contained in:
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@ -4,7 +4,6 @@ IMPORTS = user32
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C_SRCS = \
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d3d9ex.c \
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device.c \
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shader.c \
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stateblock.c \
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surface.c \
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texture.c \
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@ -2,7 +2,7 @@
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* Copyright (C) 2006 Vitaliy Margolen
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* Copyright (C) 2006 Chris Robinson
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* Copyright 2006-2007, 2010 Stefan Dösinger for CodeWeavers
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* Copyright 2006, 2007 Henri Verbeet
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* Copyright 2005, 2006, 2007 Henri Verbeet
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* Copyright 2013 Henri Verbeet for CodeWeavers
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* Copyright (C) 2008 Rico Schüller
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*
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@ -31,6 +31,28 @@ static INT screen_height;
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static IDirect3D9 *(WINAPI *pDirect3DCreate9)(UINT);
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static const DWORD simple_vs[] =
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{
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0xfffe0101, /* vs_1_1 */
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0x0000001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */
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0x00000009, 0xc0010000, 0x90e40000, 0xa0e40000, /* dp4 oPos.x, v0, c0 */
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0x00000009, 0xc0020000, 0x90e40000, 0xa0e40001, /* dp4 oPos.y, v0, c1 */
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0x00000009, 0xc0040000, 0x90e40000, 0xa0e40002, /* dp4 oPos.z, v0, c2 */
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0x00000009, 0xc0080000, 0x90e40000, 0xa0e40003, /* dp4 oPos.w, v0, c3 */
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0x0000ffff, /* end */
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};
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static DWORD simple_ps[] =
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{
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0xffff0101, /* ps_1_1 */
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0x00000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
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0x00000042, 0xb00f0000, /* tex t0 */
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0x00000008, 0x800f0000, 0xa0e40001, 0xa0e40000, /* dp3 r0, c1, c0 */
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0x00000005, 0x800f0000, 0x90e40000, 0x80e40000, /* mul r0, v0, r0 */
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0x00000005, 0x800f0000, 0xb0e40000, 0x80e40000, /* mul r0, t0, r0 */
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0x0000ffff, /* end */
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};
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static int get_refcount(IUnknown *object)
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{
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IUnknown_AddRef( object );
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@ -411,15 +433,6 @@ cleanup:
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DestroyWindow( hwnd );
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}
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/* Shared between two functions */
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static const DWORD simple_vs[] = {0xFFFE0101, /* vs_1_1 */
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0x0000001F, 0x80000000, 0x900F0000, /* dcl_position0 v0 */
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0x00000009, 0xC0010000, 0x90E40000, 0xA0E40000, /* dp4 oPos.x, v0, c0 */
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0x00000009, 0xC0020000, 0x90E40000, 0xA0E40001, /* dp4 oPos.y, v0, c1 */
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0x00000009, 0xC0040000, 0x90E40000, 0xA0E40002, /* dp4 oPos.z, v0, c2 */
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0x00000009, 0xC0080000, 0x90E40000, 0xA0E40003, /* dp4 oPos.w, v0, c3 */
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0x0000FFFF}; /* END */
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static void test_refcount(void)
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{
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HRESULT hr;
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@ -455,14 +468,6 @@ static void test_refcount(void)
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{
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D3DDECL_END()
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};
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static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */
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0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
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0x00000042, 0xB00F0000, /* tex t0 */
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0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */
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0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */
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0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */
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0x0000FFFF}; /* END */
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pD3d = pDirect3DCreate9( D3D_SDK_VERSION );
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ok(pD3d != NULL, "Failed to create IDirect3D9 object\n");
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@ -4139,6 +4144,352 @@ static void test_occlusion_query_states(void)
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DestroyWindow(window);
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}
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static void test_get_set_vertex_shader(void)
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{
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IDirect3DVertexShader9 *current_shader = NULL;
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IDirect3DVertexShader9 *shader = NULL;
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IDirect3DDevice9 *device;
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ULONG refcount, i;
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IDirect3D9 *d3d;
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D3DCAPS9 caps;
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HWND window;
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HRESULT hr;
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if (!(d3d = pDirect3DCreate9(D3D_SDK_VERSION)))
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{
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skip("Failed to create D3D object, skipping tests.\n");
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return;
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}
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window = CreateWindowA("d3d9_test_wc", "d3d9_test", WS_OVERLAPPEDWINDOW,
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0, 0, 640, 480, 0, 0, 0, 0);
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if (!(device = create_device(d3d, window, window, TRUE)))
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{
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skip("Failed to create a D3D device, skipping tests.\n");
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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if (!(caps.VertexShaderVersion & 0xffff))
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{
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skip("No vertex shader support, skipping tests.\n");
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IDirect3DDevice9_Release(device);
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice9_CreateVertexShader(device, simple_vs, &shader);
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ok(SUCCEEDED(hr), "Failed to create shader, hr %#x.\n", hr);
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ok(!!shader, "Got unexpected shader %p.\n", shader);
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/* SetVertexShader() should not touch the shader's refcount. */
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i = get_refcount((IUnknown *)shader);
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hr = IDirect3DDevice9_SetVertexShader(device, shader);
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refcount = get_refcount((IUnknown *)shader);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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ok(refcount == i, "Got unexpected refcount %u, expected %u.\n", refcount, i);
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/* GetVertexShader() should increase the shader's refcount by one. */
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i = refcount + 1;
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hr = IDirect3DDevice9_GetVertexShader(device, ¤t_shader);
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refcount = get_refcount((IUnknown *)shader);
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ok(SUCCEEDED(hr), "Failed to get vertex shader, hr %#x.\n", hr);
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ok(refcount == i, "Got unexpected refcount %u, expected %u.\n", refcount, i);
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ok(current_shader == shader, "Got unexpected shader %p, expected %p.\n", current_shader, shader);
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IDirect3DVertexShader9_Release(current_shader);
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IDirect3DVertexShader9_Release(shader);
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refcount = IDirect3DDevice9_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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}
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static void test_vertex_shader_constant(void)
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{
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static const float d[16] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0};
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static const float c[4] = {0.0, 0.0, 0.0, 0.0};
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IDirect3DDevice9 *device;
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IDirect3D9 *d3d;
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ULONG refcount;
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D3DCAPS9 caps;
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DWORD consts;
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HWND window;
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HRESULT hr;
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if (!(d3d = pDirect3DCreate9(D3D_SDK_VERSION)))
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{
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skip("Failed to create D3D object, skipping tests.\n");
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return;
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}
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window = CreateWindowA("d3d9_test_wc", "d3d9_test", WS_OVERLAPPEDWINDOW,
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0, 0, 640, 480, 0, 0, 0, 0);
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if (!(device = create_device(d3d, window, window, TRUE)))
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{
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skip("Failed to create a D3D device, skipping tests.\n");
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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if (!(caps.VertexShaderVersion & 0xffff))
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{
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skip("No vertex shader support, skipping tests.\n");
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IDirect3DDevice9_Release(device);
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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return;
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}
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consts = caps.MaxVertexShaderConst;
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/* A simple check that the stuff works at all. */
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, c, 1);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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/* Test corner cases: Write to const MAX - 1, MAX, MAX + 1, and writing 4
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* consts from MAX - 1. */
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, consts - 1, c, 1);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, consts + 0, c, 1);
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ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, consts + 1, c, 1);
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ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, consts - 1, d, 4);
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ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
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/* Constant -1. */
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, -1, c, 1);
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ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
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refcount = IDirect3DDevice9_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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}
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static void test_get_set_pixel_shader(void)
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{
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IDirect3DPixelShader9 *current_shader = NULL;
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IDirect3DPixelShader9 *shader = NULL;
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IDirect3DDevice9 *device;
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ULONG refcount, i;
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IDirect3D9 *d3d;
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D3DCAPS9 caps;
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HWND window;
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HRESULT hr;
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if (!(d3d = pDirect3DCreate9(D3D_SDK_VERSION)))
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{
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skip("Failed to create D3D object, skipping tests.\n");
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return;
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}
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window = CreateWindowA("d3d9_test_wc", "d3d9_test", WS_OVERLAPPEDWINDOW,
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0, 0, 640, 480, 0, 0, 0, 0);
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if (!(device = create_device(d3d, window, window, TRUE)))
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{
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skip("Failed to create a D3D device, skipping tests.\n");
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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if (!(caps.PixelShaderVersion & 0xffff))
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{
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skip("No pixel shader support, skipping tests.\n");
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IDirect3DDevice9_Release(device);
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice9_CreatePixelShader(device, simple_ps, &shader);
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ok(SUCCEEDED(hr), "Failed to create shader, hr %#x.\n", hr);
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ok(!!shader, "Got unexpected shader %p.\n", shader);
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/* SetPixelShader() should not touch the shader's refcount. */
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i = get_refcount((IUnknown *)shader);
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hr = IDirect3DDevice9_SetPixelShader(device, shader);
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refcount = get_refcount((IUnknown *)shader);
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ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
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ok(refcount == i, "Got unexpected refcount %u, expected %u.\n", refcount, i);
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/* GetPixelShader() should increase the shader's refcount by one. */
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i = refcount + 1;
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hr = IDirect3DDevice9_GetPixelShader(device, ¤t_shader);
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refcount = get_refcount((IUnknown *)shader);
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ok(SUCCEEDED(hr), "Failed to get pixel shader, hr %#x.\n", hr);
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ok(refcount == i, "Got unexpected refcount %u, expected %u.\n", refcount, i);
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ok(current_shader == shader, "Got unexpected shader %p, expected %p.\n", current_shader, shader);
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IDirect3DPixelShader9_Release(current_shader);
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IDirect3DPixelShader9_Release(shader);
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refcount = IDirect3DDevice9_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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}
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static void test_pixel_shader_constant(void)
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{
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static const float d[16] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0};
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static const float c[4] = {0.0, 0.0, 0.0, 0.0};
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IDirect3DDevice9 *device;
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DWORD consts = 0;
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IDirect3D9 *d3d;
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ULONG refcount;
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D3DCAPS9 caps;
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HWND window;
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HRESULT hr;
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if (!(d3d = pDirect3DCreate9(D3D_SDK_VERSION)))
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{
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skip("Failed to create D3D object, skipping tests.\n");
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return;
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}
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window = CreateWindowA("d3d9_test_wc", "d3d9_test", WS_OVERLAPPEDWINDOW,
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0, 0, 640, 480, 0, 0, 0, 0);
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if (!(device = create_device(d3d, window, window, TRUE)))
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{
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skip("Failed to create a D3D device, skipping tests.\n");
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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if (!(caps.PixelShaderVersion & 0xffff))
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{
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skip("No pixel shader support, skipping tests.\n");
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IDirect3DDevice9_Release(device);
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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return;
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}
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/* A simple check that the stuff works at all. */
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hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, c, 1);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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/* Is there really no max pixel shader constant value??? Test how far I can go. */
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while (SUCCEEDED(IDirect3DDevice9_SetPixelShaderConstantF(device, consts++, c, 1)));
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consts = consts - 1;
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trace("SetPixelShaderConstantF was able to set %u shader constants.\n", consts);
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/* Test corner cases: Write 4 consts from MAX - 1, everything else is
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* pointless given the way the constant limit was determined. */
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hr = IDirect3DDevice9_SetPixelShaderConstantF(device, consts - 1, d, 4);
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ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
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/* Constant -1. */
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hr = IDirect3DDevice9_SetPixelShaderConstantF(device, -1, c, 1);
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ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
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refcount = IDirect3DDevice9_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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}
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static void test_wrong_shader(void)
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{
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static const DWORD vs_3_0[] =
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{
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0xfffe0300, /* vs_3_0 */
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0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
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0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
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0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
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0x0000ffff, /* end */
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};
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#if 0
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float4 main(const float4 color : COLOR) : SV_TARGET
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{
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float4 o;
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o = color;
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return o;
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}
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#endif
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static const DWORD ps_4_0[] =
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{
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0x43425844, 0x4da9446f, 0xfbe1f259, 0x3fdb3009, 0x517521fa, 0x00000001, 0x000001ac, 0x00000005,
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0x00000034, 0x0000008c, 0x000000bc, 0x000000f0, 0x00000130, 0x46454452, 0x00000050, 0x00000000,
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0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
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0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e39322e,
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0x2e323539, 0x31313133, 0xababab00, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
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0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2,
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0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000,
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0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
||||
0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
||||
0x00000000, 0x00000000, 0x00000000,
|
||||
};
|
||||
|
||||
IDirect3DVertexShader9 *vs = NULL;
|
||||
IDirect3DPixelShader9 *ps = NULL;
|
||||
IDirect3DDevice9 *device;
|
||||
IDirect3D9 * d3d;
|
||||
ULONG refcount;
|
||||
D3DCAPS9 caps;
|
||||
HWND window;
|
||||
HRESULT hr;
|
||||
|
||||
if (!(d3d = pDirect3DCreate9(D3D_SDK_VERSION)))
|
||||
{
|
||||
skip("Failed to create D3D object, skipping tests.\n");
|
||||
return;
|
||||
}
|
||||
|
||||
window = CreateWindowA("d3d9_test_wc", "d3d9_test", WS_OVERLAPPEDWINDOW,
|
||||
0, 0, 640, 480, 0, 0, 0, 0);
|
||||
if (!(device = create_device(d3d, window, window, TRUE)))
|
||||
{
|
||||
skip("Failed to create a D3D device, skipping tests.\n");
|
||||
IDirect3D9_Release(d3d);
|
||||
DestroyWindow(window);
|
||||
return;
|
||||
}
|
||||
|
||||
/* These should always fail, regardless of supported shader version. */
|
||||
hr = IDirect3DDevice9_CreateVertexShader(device, simple_ps, &vs);
|
||||
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_CreatePixelShader(device, simple_vs, &ps);
|
||||
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_CreatePixelShader(device, ps_4_0, &ps);
|
||||
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
|
||||
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
|
||||
if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
|
||||
{
|
||||
hr = IDirect3DDevice9_CreateVertexShader(device, vs_3_0, &vs);
|
||||
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
|
||||
}
|
||||
else
|
||||
skip("This GPU supports SM3, skipping unsupported shader test.\n");
|
||||
|
||||
refcount = IDirect3DDevice9_Release(device);
|
||||
ok(!refcount, "Device has %u references left.\n", refcount);
|
||||
IDirect3D9_Release(d3d);
|
||||
DestroyWindow(window);
|
||||
}
|
||||
|
||||
START_TEST(device)
|
||||
{
|
||||
HMODULE d3d9_handle = LoadLibraryA( "d3d9.dll" );
|
||||
|
@ -4203,6 +4554,11 @@ START_TEST(device)
|
|||
test_vertex_buffer_alignment();
|
||||
test_query_support();
|
||||
test_occlusion_query_states();
|
||||
test_get_set_vertex_shader();
|
||||
test_vertex_shader_constant();
|
||||
test_get_set_pixel_shader();
|
||||
test_pixel_shader_constant();
|
||||
test_wrong_shader();
|
||||
}
|
||||
|
||||
out:
|
||||
|
|
|
@ -1,334 +0,0 @@
|
|||
/*
|
||||
* Copyright (C) 2005 Henri Verbeet
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation; either
|
||||
* version 2.1 of the License, or (at your option) any later version.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
||||
*/
|
||||
|
||||
#define COBJMACROS
|
||||
#include <d3d9.h>
|
||||
#include "wine/test.h"
|
||||
|
||||
static HMODULE d3d9_handle = 0;
|
||||
|
||||
static HWND create_window(void)
|
||||
{
|
||||
WNDCLASS wc = {0};
|
||||
wc.lpfnWndProc = DefWindowProc;
|
||||
wc.lpszClassName = "d3d9_test_wc";
|
||||
RegisterClass(&wc);
|
||||
|
||||
return CreateWindow("d3d9_test_wc", "d3d9_test",
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0);
|
||||
}
|
||||
|
||||
static IDirect3DDevice9 *init_d3d9(void)
|
||||
{
|
||||
IDirect3D9 * (__stdcall * d3d9_create)(UINT SDKVersion) = 0;
|
||||
IDirect3D9 *d3d9_ptr = 0;
|
||||
IDirect3DDevice9 *device_ptr = 0;
|
||||
D3DPRESENT_PARAMETERS present_parameters;
|
||||
HRESULT hres;
|
||||
|
||||
d3d9_create = (void *)GetProcAddress(d3d9_handle, "Direct3DCreate9");
|
||||
ok(d3d9_create != NULL, "Failed to get address of Direct3DCreate9\n");
|
||||
if (!d3d9_create) return NULL;
|
||||
|
||||
d3d9_ptr = d3d9_create(D3D_SDK_VERSION);
|
||||
if (!d3d9_ptr)
|
||||
{
|
||||
skip("could not create D3D9\n");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
ZeroMemory(&present_parameters, sizeof(present_parameters));
|
||||
present_parameters.Windowed = TRUE;
|
||||
present_parameters.hDeviceWindow = create_window();
|
||||
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
|
||||
hres = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
|
||||
|
||||
if(FAILED(hres))
|
||||
{
|
||||
skip("could not create device, IDirect3D9_CreateDevice returned %#x\n", hres);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
return device_ptr;
|
||||
}
|
||||
|
||||
static int get_refcount(IUnknown *object)
|
||||
{
|
||||
IUnknown_AddRef(object);
|
||||
return IUnknown_Release(object);
|
||||
}
|
||||
|
||||
static void test_get_set_vertex_shader(IDirect3DDevice9 *device_ptr)
|
||||
{
|
||||
|
||||
static DWORD simple_vs[] = {0xFFFE0101, /* vs_1_1 */
|
||||
0x0000001F, 0x80000000, 0x900F0000, /* dcl_position0 v0 */
|
||||
0x00000009, 0xC0010000, 0x90E40000, 0xA0E40000, /* dp4 oPos.x, v0, c0 */
|
||||
0x00000009, 0xC0020000, 0x90E40000, 0xA0E40001, /* dp4 oPos.y, v0, c1 */
|
||||
0x00000009, 0xC0040000, 0x90E40000, 0xA0E40002, /* dp4 oPos.z, v0, c2 */
|
||||
0x00000009, 0xC0080000, 0x90E40000, 0xA0E40003, /* dp4 oPos.w, v0, c3 */
|
||||
0x0000FFFF}; /* END */
|
||||
|
||||
IDirect3DVertexShader9 *shader_ptr = 0;
|
||||
IDirect3DVertexShader9 *current_shader_ptr = 0;
|
||||
HRESULT hret = 0;
|
||||
int shader_refcount = 0;
|
||||
int i = 0;
|
||||
|
||||
hret = IDirect3DDevice9_CreateVertexShader(device_ptr, simple_vs, &shader_ptr);
|
||||
ok(hret == D3D_OK && shader_ptr != NULL, "CreateVertexShader returned: hret 0x%x, shader_ptr %p. "
|
||||
"Expected hret 0x%x, shader_ptr != %p. Aborting.\n", hret, shader_ptr, D3D_OK, NULL);
|
||||
if (hret != D3D_OK || shader_ptr == NULL) return;
|
||||
|
||||
/* SetVertexShader should not touch the shader's refcount. */
|
||||
i = get_refcount((IUnknown *)shader_ptr);
|
||||
hret = IDirect3DDevice9_SetVertexShader(device_ptr, shader_ptr);
|
||||
shader_refcount = get_refcount((IUnknown *)shader_ptr);
|
||||
ok(hret == D3D_OK && shader_refcount == i, "SetVertexShader returned: hret 0x%x, refcount %d. "
|
||||
"Expected hret 0x%x, refcount %d.\n", hret, shader_refcount, D3D_OK, i);
|
||||
|
||||
/* GetVertexShader should increase the shader's refcount by one. */
|
||||
i = shader_refcount+1;
|
||||
hret = IDirect3DDevice9_GetVertexShader(device_ptr, ¤t_shader_ptr);
|
||||
shader_refcount = get_refcount((IUnknown *)shader_ptr);
|
||||
ok(hret == D3D_OK && shader_refcount == i && current_shader_ptr == shader_ptr,
|
||||
"GetVertexShader returned: hret 0x%x, current_shader_ptr %p refcount %d. "
|
||||
"Expected hret 0x%x, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i);
|
||||
IDirect3DVertexShader9_Release(current_shader_ptr);
|
||||
|
||||
IDirect3DVertexShader9_Release(shader_ptr);
|
||||
}
|
||||
|
||||
static void test_vertex_shader_constant(IDirect3DDevice9 *device_ptr, DWORD consts)
|
||||
{
|
||||
float c[4] = { 0.0, 0.0, 0.0, 0.0 };
|
||||
float d[16] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
|
||||
HRESULT hr;
|
||||
|
||||
/* A simple check that the stuff works at all */
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, 0, c, 1);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
|
||||
|
||||
/* Test corner cases: Write to const MAX - 1, MAX, MAX + 1, and writing 4 consts from
|
||||
* MAX - 1
|
||||
*/
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts - 1, c, 1);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts + 0, c, 1);
|
||||
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts + 1, c, 1);
|
||||
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts - 1, d, 4);
|
||||
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
|
||||
|
||||
/* Constant -1 */
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, -1, c, 1);
|
||||
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
|
||||
}
|
||||
|
||||
static void test_get_set_pixel_shader(IDirect3DDevice9 *device_ptr)
|
||||
{
|
||||
static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */
|
||||
0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
|
||||
0x00000042, 0xB00F0000, /* tex t0 */
|
||||
0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */
|
||||
0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */
|
||||
0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */
|
||||
0x0000FFFF}; /* END */
|
||||
|
||||
IDirect3DPixelShader9 *shader_ptr = 0;
|
||||
IDirect3DPixelShader9 *current_shader_ptr = 0;
|
||||
HRESULT hret = 0;
|
||||
int shader_refcount = 0;
|
||||
int i = 0;
|
||||
|
||||
hret = IDirect3DDevice9_CreatePixelShader(device_ptr, simple_ps, &shader_ptr);
|
||||
ok(hret == D3D_OK && shader_ptr != NULL, "CreatePixelShader returned: hret 0x%x, shader_ptr %p. "
|
||||
"Expected hret 0x%x, shader_ptr != %p. Aborting.\n", hret, shader_ptr, D3D_OK, NULL);
|
||||
if (hret != D3D_OK || shader_ptr == NULL) return;
|
||||
|
||||
/* SetPixelsShader should not touch the shader's refcount. */
|
||||
i = get_refcount((IUnknown *)shader_ptr);
|
||||
hret = IDirect3DDevice9_SetPixelShader(device_ptr, shader_ptr);
|
||||
shader_refcount = get_refcount((IUnknown *)shader_ptr);
|
||||
ok(hret == D3D_OK && shader_refcount == i, "SetPixelShader returned: hret 0x%x, refcount %d. "
|
||||
"Expected hret 0x%x, refcount %d.\n", hret, shader_refcount, D3D_OK, i);
|
||||
|
||||
/* GetPixelShader should increase the shader's refcount by one. */
|
||||
i = shader_refcount+1;
|
||||
hret = IDirect3DDevice9_GetPixelShader(device_ptr, ¤t_shader_ptr);
|
||||
shader_refcount = get_refcount((IUnknown *)shader_ptr);
|
||||
ok(hret == D3D_OK && shader_refcount == i && current_shader_ptr == shader_ptr,
|
||||
"GetPixelShader returned: hret 0x%x, current_shader_ptr %p refcount %d. "
|
||||
"Expected hret 0x%x, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i);
|
||||
IDirect3DPixelShader9_Release(current_shader_ptr);
|
||||
|
||||
IDirect3DPixelShader9_Release(shader_ptr);
|
||||
}
|
||||
|
||||
static void test_pixel_shader_constant(IDirect3DDevice9 *device_ptr)
|
||||
{
|
||||
float c[4] = { 0.0, 0.0, 0.0, 0.0 };
|
||||
float d[16] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
|
||||
HRESULT hr;
|
||||
DWORD consts = 0;
|
||||
|
||||
/* A simple check that the stuff works at all */
|
||||
hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, 0, c, 1);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
|
||||
|
||||
/* Is there really no max pixel shader constant value??? Test how far I can go */
|
||||
while(SUCCEEDED(IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, consts++, c, 1)));
|
||||
consts = consts - 1;
|
||||
trace("SetPixelShaderConstantF was able to set %d shader constants\n", consts);
|
||||
|
||||
/* Test corner cases: writing 4 consts from MAX - 1, everything else is pointless
|
||||
* given the way the constant limit was found out
|
||||
*/
|
||||
hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, consts - 1, d, 4);
|
||||
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetPixelShaderConstantF returned 0x%08x\n", hr);
|
||||
|
||||
/* Constant -1 */
|
||||
hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, -1, c, 1);
|
||||
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetPixelShaderConstantF returned 0x%08x\n", hr);
|
||||
}
|
||||
|
||||
static void test_wrong_shader(IDirect3DDevice9 *device_ptr)
|
||||
{
|
||||
static const DWORD simple_vs[] =
|
||||
{
|
||||
0xfffe0101, /* vs_1_1 */
|
||||
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */
|
||||
0x00000009, 0xc0010000, 0x90e40000, 0xa0e40000, /* dp4 oPos.x, v0, c0 */
|
||||
0x00000009, 0xc0020000, 0x90e40000, 0xa0e40001, /* dp4 oPos.y, v0, c1 */
|
||||
0x00000009, 0xc0040000, 0x90e40000, 0xa0e40002, /* dp4 oPos.z, v0, c2 */
|
||||
0x00000009, 0xc0080000, 0x90e40000, 0xa0e40003, /* dp4 oPos.w, v0, c3 */
|
||||
0x0000ffff /* END */
|
||||
};
|
||||
|
||||
static const DWORD simple_ps[] =
|
||||
{
|
||||
0xffff0101, /* ps_1_1 */
|
||||
0x00000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
|
||||
0x00000042, 0xb00f0000, /* tex t0 */
|
||||
0x00000008, 0x800f0000, 0xa0e40001, 0xa0e40000, /* dp3 r0, c1, c0 */
|
||||
0x00000005, 0x800f0000, 0x90e40000, 0x80e40000, /* mul r0, v0, r0 */
|
||||
0x00000005, 0x800f0000, 0xb0e40000, 0x80e40000, /* mul r0, t0, r0 */
|
||||
0x0000ffff /* END */
|
||||
};
|
||||
|
||||
const DWORD vs_3_0[] = {
|
||||
0xfffe0300, /* vs_3_0 */
|
||||
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
|
||||
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
|
||||
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
|
||||
0x0000ffff /* end */
|
||||
};
|
||||
|
||||
#if 0
|
||||
float4 main(const float4 color : COLOR) : SV_TARGET
|
||||
{
|
||||
float4 o;
|
||||
|
||||
o = color;
|
||||
|
||||
return o;
|
||||
}
|
||||
#endif
|
||||
static const DWORD ps_4_0[] =
|
||||
{
|
||||
0x43425844, 0x4da9446f, 0xfbe1f259, 0x3fdb3009, 0x517521fa, 0x00000001, 0x000001ac,
|
||||
0x00000005, 0x00000034, 0x0000008c, 0x000000bc, 0x000000f0, 0x00000130, 0x46454452,
|
||||
0x00000050, 0x00000000, 0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100,
|
||||
0x0000001c, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168,
|
||||
0x6f432072, 0x6c69706d, 0x39207265, 0x2e39322e, 0x2e323539, 0x31313133, 0xababab00,
|
||||
0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
|
||||
0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c,
|
||||
0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
||||
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040,
|
||||
0x0000000e, 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000,
|
||||
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453,
|
||||
0x00000074, 0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000,
|
||||
0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
||||
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
|
||||
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
||||
0x00000000, 0x00000000,
|
||||
};
|
||||
|
||||
IDirect3DVertexShader9 *vs = NULL;
|
||||
IDirect3DPixelShader9 *ps = NULL;
|
||||
HRESULT hret;
|
||||
D3DCAPS9 caps;
|
||||
|
||||
hret = IDirect3DDevice9_CreateVertexShader(device_ptr, simple_ps, &vs);
|
||||
ok(hret == D3DERR_INVALIDCALL, "CreateVertexShader returned: hret 0x%x, shader_ptr %p.\n", hret, vs);
|
||||
hret = IDirect3DDevice9_CreatePixelShader(device_ptr, simple_vs, &ps);
|
||||
ok(hret == D3DERR_INVALIDCALL, "CreatePixelShader returned: hret 0x%x, shader_ptr %p.\n", hret, ps);
|
||||
|
||||
hret = IDirect3DDevice9_CreatePixelShader(device_ptr, ps_4_0, &ps);
|
||||
ok(hret == D3DERR_INVALIDCALL, "CreatePixelShader returned: hret 0x%x, shader_ptr %p.\n", hret, ps);
|
||||
|
||||
IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps);
|
||||
if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
|
||||
{
|
||||
hret = IDirect3DDevice9_CreateVertexShader(device_ptr, vs_3_0, &vs);
|
||||
ok(hret == D3DERR_INVALIDCALL, "CreateVertexShader returned: hret 0x%x, shader_ptr %p.\n", hret, vs);
|
||||
}
|
||||
else
|
||||
skip("This GPU supports SM3, skipping unsupported shader test.\n");
|
||||
}
|
||||
|
||||
START_TEST(shader)
|
||||
{
|
||||
D3DCAPS9 caps;
|
||||
IDirect3DDevice9 *device_ptr;
|
||||
ULONG refcount;
|
||||
|
||||
d3d9_handle = LoadLibraryA("d3d9.dll");
|
||||
if (!d3d9_handle)
|
||||
{
|
||||
skip("Could not load d3d9.dll\n");
|
||||
return;
|
||||
}
|
||||
|
||||
device_ptr = init_d3d9();
|
||||
if (!device_ptr) return;
|
||||
|
||||
IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps);
|
||||
|
||||
if (caps.VertexShaderVersion & 0xffff)
|
||||
{
|
||||
test_get_set_vertex_shader(device_ptr);
|
||||
test_vertex_shader_constant(device_ptr, caps.MaxVertexShaderConst);
|
||||
}
|
||||
else skip("No vertex shader support\n");
|
||||
|
||||
if (caps.PixelShaderVersion & 0xffff)
|
||||
{
|
||||
test_get_set_pixel_shader(device_ptr);
|
||||
/* No max pixel shader constant value??? */
|
||||
test_pixel_shader_constant(device_ptr);
|
||||
if (caps.VertexShaderVersion & 0xffff)
|
||||
test_wrong_shader(device_ptr);
|
||||
}
|
||||
else skip("No pixel shader support\n");
|
||||
|
||||
refcount = IDirect3DDevice9_Release(device_ptr);
|
||||
ok(!refcount, "Device has %u references left\n", refcount);
|
||||
}
|
Loading…
Reference in New Issue